Wednesday, April 18, 2018

Musket Action: French & Indian War

We tried a larger multi-player game of Musket Action with 3 players a side, 10x6' table & 1,500 pts.
British: Mark, Mike & Mitch.  French: Jim, Steve & JohnS.
We did a blind deployment.  The French on the near side of the table deployed to the right with their regular infantry on the open ground, Indians one each flank, Canadian militia in he orchard & Cavalry in reserve.  The Brits deployed their regular infantry in the centre with their cavalry on the left, artillery on their right & Indians in the woods on each flank.   
Both sides advanced their right flanks.
A British cavalry charge has destroyed French line coy.
The British right laps around the French left.  In the centre the British line engage the Canadian skirmish line.  
On the far flank the British Indians destroyed the French Indians & the French have had to leave a line coy to cover their flank.  The successful British cavalry troop has been broken by musket fire & the other has retired.  The British left has fallen back.  On the near flank the French are falling back.

At the end of turn 6 the two forces have rotated to face each other at right angles to the initial start lines.  The Brits have lost a cavalry troop & an Indian band.  The French have lost a line infantry coy & 3 Indian bands.  The Brits claim victory because they have broken 2 more units than they lost.  The French claim victory because both sides lost the same number of regular units, but the Brits have lost significantly more casualties.   A draw is a more disinterested description of the outcome.

The scenario wasn't as good as it might have been.  Blind deployment produced an unsymmetrical that made getting a decisive result in 6 turns difficult.  It's evident that having objectives can make a better game than just playing for kills.  It took us about 2.5 hours to play the 6 turns.  Partly this was because for most of the players it was their first game, but also the Bolt Action one unit at a time system slows down multi-player games as you can't have all the players of a side doing stuff at once.  In battles this size or bigger our BA doubles system with two command dice bags (one for each flank) would speed things up.

2 comments:

BigLee said...

Some games just can't be predicted, but non the less very impressive. And what a wonderful game space too. Wish I had something similar near to me but I'll just have to 'get by' with Posties shed-o-war...a bit cramped but we can get 8 players around one big table (the available space has grown more limited as our waistlines have increased!).

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